My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Magic Archer Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch Magic Archer Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Barrel Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Earthquake

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Barrel Ram Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Magic Archer Ram Rider Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Goblin Barrel Magic Archer Ram Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Goblin Barrel Ram Rider
Giant Snowball
Goblin Barrel Witch Ram Rider
Zap
Goblin Barrel Witch Ram Rider
Barbarian Barrel
Goblin Barrel Witch Magic Archer
The Log
Goblin Barrel Witch Ram Rider
Earthquake
Goblin Barrel Witch
Arrows
Goblin Barrel Witch
Royal Delivery
Goblin Barrel Witch Magic Archer Ram Rider
Fireball
Goblin Barrel Witch Magic Archer Ram Rider
Poison
Witch Magic Archer
Lightning
Witch Magic Archer Ram Rider Goblinstein
Rocket
Witch Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Magic Archer Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Barrel Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Earthquake Goblin Barrel Magic Archer Witch Ram Rider Goblinstein Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Zap Earthquake Goblin Barrel Magic Archer

Attack Synergies 3 11

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Earthquake Ram Rider Witch Magic Archer Mega Knight
Earthquake
Zap Ram Rider Mega Knight
Goblin Barrel
Ram Rider Mega Knight
Witch
Zap Ram Rider Mega Knight
Magic Archer
Ram Rider Zap Mega Knight
Ram Rider
Zap Magic Archer Earthquake Goblin Barrel Witch Mega Knight
Mega Knight
Zap Earthquake Goblin Barrel Witch Magic Archer Ram Rider
Goblinstein

Defense Synergies 1 8

Zap
Mega Knight Earthquake Witch Magic Archer Ram Rider
Earthquake
Zap Mega Knight
Goblin Barrel
Witch
Zap Mega Knight
Magic Archer
Zap Ram Rider Mega Knight
Ram Rider
Zap Magic Archer
Mega Knight
Zap Earthquake Witch Magic Archer
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Zap Magic Archer Ram Rider
Zap Witch Ram Rider Mega Knight
Witch Ram Rider Mega Knight
Witch Ram Rider Mega Knight
Earthquake Mega Knight
Zap Earthquake Magic Archer Mega Knight
Ram Rider Zap Witch Magic Archer
Earthquake Zap Magic Archer Ram Rider Mega Knight
Witch
Mega Knight
Witch Zap Earthquake Magic Archer Ram Rider Mega Knight
Zap Witch Magic Archer Ram Rider
Mega Knight Zap Earthquake Witch Ram Rider
Mega Knight Zap Earthquake Witch Magic Archer
Ram Rider Mega Knight
Zap Ram Rider Mega Knight
Mega Knight Witch
Mega Knight Zap Witch Magic Archer Ram Rider
Zap Earthquake Witch Magic Archer Ram Rider Mega Knight
Ram Rider
Mega Knight Earthquake Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mega Knight Zap Witch
Zap Magic Archer Mega Knight
Mega Knight Zap Witch Ram Rider
Mega Knight Zap Ram Rider
Witch Ram Rider Mega Knight
Zap Witch Magic Archer Ram Rider
Witch Ram Rider
Mega Knight
Zap Mega Knight Witch Magic Archer
Witch
Mega Knight Witch
Mega Knight Zap
Mega Knight Witch Ram Rider
Witch Magic Archer Mega Knight
Witch Zap Magic Archer
Mega Knight Zap Earthquake Witch Magic Archer
Zap

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Magic Archer
Zap Magic Archer Ram Rider
Earthquake Magic Archer
Earthquake
Zap Earthquake Magic Archer Mega Knight
Zap Witch Magic Archer Ram Rider
Earthquake Witch Magic Archer
Earthquake Zap Magic Archer Ram Rider
Zap Ram Rider
Zap Earthquake Magic Archer Ram Rider
Zap Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Zap Magic Archer
Earthquake Zap Witch Magic Archer
Earthquake Magic Archer Mega Knight
Earthquake
Zap Earthquake Magic Archer Mega Knight
Zap Earthquake Witch Magic Archer Mega Knight
Earthquake Magic Archer Mega Knight
Earthquake Zap
Zap Earthquake Witch Magic Archer Mega Knight
Witch
Zap Earthquake Witch Magic Archer Ram Rider
Zap Witch Magic Archer Ram Rider Mega Knight
Zap Magic Archer
Zap Witch Magic Archer
Zap Witch
Zap Earthquake Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
Earthquake Magic Archer
Zap Earthquake Witch Magic Archer
Zap Witch Magic Archer Ram Rider
Magic Archer Mega Knight
Zap Earthquake Magic Archer
Zap
Mega Knight
Zap Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer Mega Knight
Mega Knight

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